InuYasha 45 by Rumiko Takahashi: B

A running plot in InuYasha involves the fact that the villain, Naraku, can never be wholly vanquished because he has secreted his heart away and as long as it exists elsewhere, he can’t die. It’s been dozens of volumes, so my memories of his methods are hazy, but his heart has resided for some time in the body of an infant, which has constructed itself a living fortress in the form of an armored demon called Moryomaru.

The evil baby has been plotting a takeover (what fun that phrase is to write!) for a while, and volume 45 features the climactic confrontation between Moryomaru and Naraku. It’s pretty riveting, I admit, although I am unclear on exactly why Naraku does a certain thing other than that it will be convenient for our heroes down the line.

The worst part about their battle is that it reduces the main cast to spectator status for a time, watching a ball of commingled demon flesh going “sqwch sqwch” and “slthr slthr.” They do get in on the action eventually, though, and the volume ends with a portent of future doom for one of them.

In the end, a bunch of stuff happens but true resolution continues to be evasive. Par for the course for InuYasha.

Review copy provided by the publisher. Review originally published at Manga Recon.

InuYasha 42-44 by Rumiko Takahashi: B+

I had determined some time ago not to get excited about any seeming progress in this series until the last couple of volumes, but I broke my own vow with these volumes, in which our heroes get closer than ever before to defeating one of the chief obstacles standing in their way.

These three volumes focus on two things: swords and defeating Moryomaru, a creation of Naraku’s who has rebelled against his maker. The sword fixation begins in volume 42, with Sesshomaru receiving an upgrade to his blade thanks to his newly acquired ability to grieve for others and Inuyasha getting some unexpected assistance from Naraku in mastering his sword’s new power. Of course, Naraku then turns around and presents Moryomaru with a way to improve his armor, hoping to empower both of his enemies enough that they’ll finish each other off for him.

Some pretty awesome battles follow. The first occurs in volume 43, with Inuyasha making more headway than ever before in penetrating Moryomaru’s armor. It’s a gory affair, with Moryomaru attempting to assimilate the bodies of a couple of feuding demon brothers, but mighty cool, as well. After this bout, a very brief training arc ensues in which Inuyasha rather quickly acquires the ability to see demon vortices. “What’s a demon vortex?” you may ask. A detailed explanation isn’t offered, but suffice it to say it manifests as swirly energy in the air and when Inuyasha cuts it, it’s a good thing.

This prepares him for the second awesome battle, this time in volume 44. It’s very satisfying to see Inuyasha and Koga working together for a change (I love the comment from the peanut gallery: “Pretend you’re adults!”) and, again, they come verrrrrry close to defeating Moryomaru. I shouldn’t have gotten my hopes up because there are twelve more volumes to go, but I did, anyway.

In between these more climactic battles, the group still travels around and helps the downtrodden. Now, though, each of these episodic encounters seems to yield something that will contribute to the final battle, even if it is only a chance for our heroes to hone their new abilities. While nothing much has been developing on the personal front lately, each member of the team seems to be contributing a good deal and there have been some nice comedic moments, as well.

While these volumes don’t move the plot along monumentally, they do a good job of maintaining the tension and delivering a slightly more action-packed story than we’ve had for a while. There aren’t any resolutions, but the promise of resolution is reinforced, and that’ll have to be good enough for now.

Black Butler 1 by Yana Toboso: B-

Twelve-year-old Ciel Phantomhive is, through as-yet-unexplained circumstances, the head of his aristocratic family. He lives in a beautiful manor house near London with his servants, led by the impressively capable Sebastian, and runs a company that manufactures confections and toys. In the first chapter, we witness Sebastian’s skill as he whips up dinner for a guest (hindered by the ineptitude of the other servants), and in the second, Ciel’s shrill and petulant fiancée arrives to dress everyone in cute outfits and break Ciel’s signet ring. Then she cries when he’s mad at her for it. Charming. This inauspicious beginning is tempered somewhat by the likable and enigmatic Sebastian and his relationship with Ciel, who is by turns acerbic and vulernable.

The story picks up the pace in the third chapter, when Ciel is revealed to have been given some sort of policing responsibility by Queen Victoria that makes him a target for an Italian fellow looking to sell drugs in England. When he learns his master has been kidnapped, Sebastian springs into action, easily defeating all of the thugs standing in his way (earning extra badass points for doing so with silverware!) and ultimately revealing more details on the nature of his service agreement with Ciel. This results in a second half that is much better than the first.

Black Butler has a lot of fans, and I can certainly see why. Although I gave this first volume a B-, I did enjoy it overall and feel that the series has a lot of promise.

The first, and most important, step the series can take towards achieving greatness is to jettison the completely unfunny household staff. I’m not even sure why they’re there. Am I actually supposed to find their painfully stupid antics amusing? At one point, I thought one of them might get killed by a sniper and I thought, “Oh, so that’s why they’re there!”, but alas, it was not to be. You know you’ve created some annoying characters when three chapters in I’m rooting for them to die.

I’d also like to see the series develop a plot worthy of its central character. Sebastian is both urbane and lethal, a fellow whose appearance and manner—“You’re nothing more than a romeo swanning around in a swallowtail coat”—bely his true intentions, and he deserves better than whiny fiancées and two-bit drug dealers.

I found Toboso’s art to be kind of generic, but attractive. The action scenes are easy to follow, even when Sebastian’s doing impossible things like throwing bullets into his opponent’s foreheads and slicing their guns in half with a serving tray. Yen’s packaging is also nice, with a couple of color pages and some substantial translation notes.

On the whole, while Black Butler falters some in this first volume, there are enough appealing elements to ensure I’ll be back for the second. I’ll be especially glad if the “comic relief” meets an untimely end in the interim.

Black Butler is published in English by Yen Press. They’ve released one volume so far. The series is up to eight volumes in Japan, where it is still ongoing.

Review copy provided by the publisher. Review originally published at Manga Recon.

Hikaru no Go 18 by Yumi Hotta and Takeshi Obata: B

After the drama of the past few volumes, “the main storyline takes a holiday” (to quote the back cover) in volume eighteen and instead we get six short stories of varying quality.

A couple of stories, like those focusing on Akira Toya and Yuki Mitani, fill in some background for scenes from earlier in the series, and one revisits what’s left of Hikaru’s old middle school go club. Two others—about Asumi Nase, an insei, and Atsushi Kurata, a relatively young pro—serve to flesh out supporting characters and are the best of the bunch.

The sixth purports to be about Sai, and it was this story I’d looked forward to the most. Alas, it’s nearly the least interesting (Mitani’s claims top honors in that category), as it boils down to another case of “corrupt merchant trying to sell antique merchandise that Sai knows is fake.” I had hoped for a story from Sai’s life or perhaps from his time with his previous host, but instead we get a rehash of something we’ve seen as recently as volume twelve.

I’d be lying if I said these stories aren’t disappointing, coming on the heels of some very important plot developments, but I gather they’re meant to function as a palliative bridge between a dramatic story arc and whatever lies ahead, so I can’t fault them too much.

Review copy provided by the publisher. Review originally published at Manga Recon.

Hikaru no Go 13-17 by Yumi Hotta and Takeshi Obata: A

These five volumes represent the emotional crux of the series and, as such, plot spoilers will be discussed. Proceed at your own risk.

I’m always sorry when I fall far behind on a series that I love, but when it results in half a dozen volumes to read at once, the pleasure of catching up makes the wait worthwhile. These five volumes are the most important and emotionally resonant of the series so far; the story could’ve ended quite satisfactorily after volume seventeen and, indeed, that’s exactly what the anime does.

We begin with the oteai, a tournament to decide players’ ranks. Hikaru is scheduled to play Akira, and is all excited about it, but the sudden collapse of Akira’s father means he misses the match and forfeits the game. After some pestering from Sai, Hikaru goes to visit Toya Meijin in the hospital and, after hearing that the Meijin has been occupying himself with internet go, sweetly arranges for Sai to get the match of his dreams via that medium. The suspense is built up expertly, causing international spazzery amongst the internet go world and attracting the attention of a lot of Japanese pros, as well.

The game between Sai and the Meijin is very beautifully drawn. There’s a lovely sequence where Sai settles onto a chair occupied by Hikaru, and for the rest of the multi-chapter match we only ever see a silent and composed Sai in that chair as they play their lengthy and suspenseful game. I’m so happy to see this longed-for moment get the attention it deserves and to see how satisfied and grateful Sai looks after his victory.

Besides Sai getting his wish, two very important things occur as a result of this match. The first is that the Meijin has been reinvigorated and begins to try daring things. He had pledged to retire if Sai beat him and, though Hikaru pleads with him not to keep his word, it’s actually quite a freeing experience for the Meijin since he’s no longer obligated to keep to a rigid tournament schedule and can now develop his game in innovative ways. The second thing is that Hikaru is able to spot where exactly the Meijin went wrong, prompting Sai to realize that his whole ghostly existence has been to get Hikaru to this point. His work on this plane is swiftly drawing to a close.

I’m really glad that I was able to experience this story arc via the anime first because the back cover and chapter titles of volume fifteen announce far in advance that Sai is really going to disappear—with the anime, I was able to hold out hope ’til the last minute. Even with my prior exposure to this event, it’s still quite dreadful to witness Sai’s jealousy of Hikaru’s future and eventual acceptance of his fate, and even worse when his pleas to Hikaru go unheeded because Hikaru simply can’t imagine that Sai really will disappear, since he’s been around for a thousand years thus far. It’s perfectly in character for a teenage boy to behave this way, so it’s not as if Hikaru’s the villain here, but knowing how much he was going to blame himself later made it much more painful.

Even while Sai’s disappearance is extremely sad, it’s Hikaru’s reaction that is far worse. He desperately looks for Sai at sites connected with Shusaku, getting his hopes up and dashed each time. He’s in denial for quite some time, but when he hits the bargaining stage, the raw grief really pours out. When he discovers records of Shusaku’s games in a remote room at the Go Association, he belatedly realizes the depth of Sai’s genius. Because Shusaku was a seasoned player when he met Sai, he knew when to bow out to a superior talent. Hikaru blames himself for developing a passion of his own and depriving Sai of opportunities to play. He promises not to play anymore if only Sai will come back.

While Hikaru proceeds to frustrate everyone by being a no-show at his matches, focus shifts to Isumi. He’s spent some time alone to recover from his failure to pass the pro test, and is now part of a group going to play goodwill games in China. With some good advice from a Chinese pro, Isumi returns a much stronger and confident player. In the anime, this arc seemed so out of place I figured it must be filler, especially given the bratty little kid who looks like Waya, but it actually goes by much more quickly in the manga and, in fact, reinforces part of what makes Hikaru no Go such a satisfying read: it doesn’t forget its supporting characters and occasionally offers a glimpse of what’s happening in their lives.

Upon Isumi’s return, he seeks out Hikaru, who hasn’t played in months, still thinking he can bring Sai back with his abstinence. Isumi succeeds in cajoling Hikaru into a game and it’s there, finally, where Hikaru finds Sai. It’s such a lovely scene, in which Hikaru breaks down at the simplicity of it all. “Sai… is it… is it all right for me to play?” he thinks, seeking his mentor’s blessing to go back to the world he loves.

Volume seventeen finds a focused Hikaru returning to his matches and showing much more maturity. The second big match-up that needed to happen comes into play here, when Hikaru and Akira face each other in the preliminaries of the Meijin tournament. The build-up is suitably suspenseful, as it should be when it’s been two years and four months since they last faced each other. The game itself is marvelous—“You will be my life-long rival,” Akira thinks at one point—but it’s much more wonderful that Akira figures it out. He realizes that Sai was within Hikaru all this time, and can tell because he knows Hikaru better than anyone. The fact that Akira finds Sai just reduces me to sniffles every time and Hikaru’s happiness about the fact is very moving as well.

The perfect capper to this volume is the dream visit Hikaru receives from Sai, and I find myself torn. Do I wish the manga had ended here, just like the anime? It really feels like a perfectly natural place to wrap things up, though the anime does add a little bit, showing Akira and Hikaru meeting regularly at a go salon to argue over strategy and affording glimpses of many minor characters in the closing credits. Or am I happy that there are six more volumes? I’m a little worried that the actual ending will be less satisfying than if the story had stopped here, but the appeal of such a large chunk of new material cannot be denied.

With these volumes, Hikaru no Go proves why it is no ordinary sports manga (and this is coming from someone who loves the genre). The games are intense and riveting, sure, but the relationship Hikaru and Sai share is the real story. Their mutual support, jealousy, and encouragement ties in with traditional themes of shounen manga, but there’s such love and warmth there, too, that the appeal is universal. This is truly a series with the potential to be loved by anyone and everyone.

Review copy for volume seventeen provided by the publisher.

Pandora Hearts 1 by Jun Mochizuki: B

From the back cover:
The air of celebration surrounding fifteen-year-old Oz Vessalius’s coming-of-age ceremony quickly turns to horror when he is condemned for a sin about which he knows nothing. Thrown into the Abyss—an eternal prison from which there is no escape—Oz meets a young girl named Alice, who is not what she seems. Now that the relentless cogs of fate have begun to turn, will they lead only to crushing despair for Oz, or will Alice provide him with some shred of hope?

Review:
When Oz Vessalius’ coming-of-age ceremony is interrupted by hooded figures—later, we are told, from a race of people known as Baskervilles—he ends up accidentally wounding his friend/servant, Gil, and is sent to a mysterious dimension known as the Abyss. There, he meets Alice, a “chain” (a creature born in the Abyss) known as the B-Rabbit, who is anxious to use him as a means to escape. Meanwhile, a mysterious trio, including a young man with an incredible resemblance to Gilbert, plots to use Oz for their own purposes.

There’s a lot going on in Pandora Hearts. About half a dozen mysteries are introduced in this volume, with many hidden identities and agendas among them. A lot of things don’t make any sense at this point. Normally, this is the kind of thing that would bother me, but somehow in this series, it works. By the end of the volume, Oz and Alice are back in the real world and have reached a kind of Tsubasa RESERVoir CHRoNiCLE arrangement in which Oz pledges to help Alice recover her missing memories and the two of them have agreed to work for Pandora, an organization that monitors the Abyss.

Oz is a likable character, though I found the attempts at comedy sort of out of place. In the beginning, there’s somewhat of a gender reversal, in which he’s the one being rescued by Alice and ending up on the receiving end of an unsolicited kiss, but instinct tells him she isn’t evil, despite what others say, and by the end of the volume he’s done his share of protecting her, as well. He’ll probably exhibit more characteristics of the shounen hero as the story progresses.

There’s somewhat of a shoujo feel to Mochizuki’s artwork, which features delicate lines, at least one angsty bishounen, and fashions that cause Oz to resemble, especially when chibi-fied, Momiji from Fruits Basket. Some character designs are less interesting than others—Lady Sharon, with whom Oz is instantly smitten, being a prime example—but there are some fun eccentric ones, too.

Because this first volume is so very expository, I have no idea what to expect from the second volume, but as long as things start to clarify a little in the near future, I suspect that the story will end up being quite entertaining indeed.

Pandora Hearts is published in English by Yen Press. Only the first volume is currently available, with the second slated for release in May. The series is up to ten volumes in Japan and is still ongoing.

Review copy provided by the publisher.

Slam Dunk 8 by Takehiko Inoue: B+

slamdunk8After an admirable performance in an exhibition game against a tough rival, the Shohoku High basketball team is ready to get back to practice, but a gang of thugs with a grudge against team member Ryota Miyagi makes that impossible. They invade the court with the intent of starting a brawl that’ll get the Shohoku team disqualified from competition. Just when the thugs have been beaten back, with help from Hanamichi’s pals, assistant captain Kogure reveals that the lead punk, Mitsui, was once a promising member of the team.

What follows is a multi-chapter tale of hubris, wounded knees, and wasted potential, and it might perhaps seem rather pointless if not for all the heartfelt emotion on display and the certainty that Mitsui will once again rejoin the team. Kogure, typically very mild in manner, shows he’s tougher than he looks while Mitsui does the opposite when confronted by Coach Anzai, whom he dearly loves and respects.

All in all, there’s very little actual basketball in this volume but there is a lot of team building, which makes for a very enjoyable reading experience.

Review copy provided by the publisher. Review originally published at Manga Recon.

Slam Dunk 3-7 by Takehiko Inoue: B

slamdunk3How did I let myself get a whole year behind on Slam Dunk?! Of course, the upside to such a monumental lapse is having half a dozen volumes to gobble up back-to-back!

At the end of the second volume, hot-headed protagonist Hanamichi Sakuragi impressed team captain Akagi by declaring himself “a basketball man” in answer to pressure to join the judo team. As a reward, Akagi decides that Hanamichi (who has been learning the fundamentals of dribbling, passing, et cetera) is now ready to learn to shoot. To Hanamichi, of course, this means the slam dunk, but what Akagi has in mind is a more common shot, the layup. Even though Hanamichi practices a good deal on his own, he’s just not getting it until Haruko, the object of Hanamichi’s affections, gives him some pointers. Meanwhile, the Shohoku High team prepares for an exhibition game against Ryonan, a school with an incredible team.

slamdunk5The game against Ryonan—which spans all of volumes four and five and the first third of volume six—is nothing short of riveting, even though Hanamichi is incredibly, incredibly obnoxious throughout. His cockiness wouldn’t grate so much if, like Ryoma in Prince of Tennis, he actually had the skill to back up his claims. Still, his overwhelming confidence does help the team in a few crucial moments and they hold their own extremely well. One of the things I love about sports manga is how the mangaka can quickly create interesting opponents for our team, and Inoue does so here with Ryonan’s ace, Sendoh, who must work much harder against Shohoku than he ever anticipated and enjoys himself much more as a result.

After the exhibition game, Shohoku sets their sights on the district preliminaries and the road to nationals. At the same time, Ryota Miyagi, a second-year student who’d been hospitalized after being injured in a fight, returns to the team. He and Hanamichi butt heads at first until they discover a shared lack of success with the ladies and quickly become buddies. Alas, some thugs have a grudge against Ryota and the basketball team, and a brawl on the court ensues that could disqualify them from competition.

slamdunk7I’m hopeful that the introduction of Ryota marks the start of a Hanamichi I’ll be able to like. Somehow, Hanamichi doesn’t feel the need to exert his prowess over Ryota and is able to receive instruction from him without being a moron about it. It’s extremely gratifying! And even if I find Hanamichi annoying, there are plenty of other characters for me to like. My favorite is Kogure, the mild-mannered assistant captain, but I’m also fond of Yohei Mito, Hanamichi’s right-hand henchman, who is sweetly protective of his friend’s newfound passion and unforgiving of those who would spoil it for him.

Inoue’s art may not be very pretty in Slam Dunk, but it’s extremely easy to follow where games are concerned. I never once had a question about who had passed to whom, or even whether the ball bounced before someone caught it; it must be hard to depict movement so gracefully, but Inoue really excels at it. The “bonus NBA content,” which I assume is provided by VIZ, has also proven to be more interesting than I thought it would be. I admit that I skip the player profile in each volume, but the second page includes all kinds of tips about strategy, and I find it both educational and entertaining. I never actually knew, for example, that the point guard was the fastest member of the team.

If you’re looking for a completely fun and addictive sports manga, Slam Dunk will definitely fit that bill. I’d like it more if Hanamichi weren’t so irritating, but I have hopes that he’ll gradually mature and, in the meantime, there are a lot of other positives to keep me reading!

Review copies for volumes 5-7 provided by the publisher.

Sand Land by Akira Toriyama: A-

sandlandFrom the back cover:
In the far future, war has destroyed the entire Earth, leaving only a barren wasteland where the supply of water is controlled by the greedy king. In search of a long-lost lake, sheriff Rao asked the king of the demons for help… and got the king’s son, Beelzebub, and his assistant, Thief. Together, the unlikely trio sets off across the desert, facing dragons, bandits, and the deadliest foe of all… the King’s Army itself! It’s travel adventure and tank action in this new story from Akira Toriyama, the creator of Dragon Ball Z!

Review:
After enjoying Toriyama’s COWA! so much last October, I decided to read more of his works. Sand Land, one of the first batch of titles to be serialized in the American Shonen Jump magazine, is another single-volume series about humans and demons working together on a quest, though this time it’s water they’re after and not medicine.

The follies of man and natural disasters have combined to reduce the habitable part of the world to one particular desert, with a further blow falling when the single river flowing through the land suddenly stopped. Some water is available—sold by the king for an exorbitant price—but many can’t afford it. One day, a war veteran named Sheriff Rao turns up at the village of the demons with a request. He has deduced, from the presence of a certain kind of bird, that there must be a lake to the south somewhere, but to cross the dangerous desert he’ll need demonic protection. The demon king (who appears for all of one page and is totally awesome) grants his assent and sends along his son, Beelzebub, who picks an older, knowledgable demon named Thief for the third member of their party.

The trio sets out in Rao’s car, but quickly encounters obstacles. When the car is rendered undrivable, Rao manages to steal a tank using nothing more than a can of hairspray, and they proceed on their way. The tank belongs to the king’s army and when they get wind of the theft, a chase ensues, during which Rao’s real identity is revealed, the chief general launches a smear campaign against him in the media, Rao retaliates with some unsavory secrets, and, ultimately, an extremely satisfying conclusion is reached.

Throughout all of this, Rao realizes that the demons have been sorely underestimated by humans and, in fact, are far more innocent of wrongdoing than humans are, themselves. Even though the basic plot is fun and extremely well paced, it really is this fledgling trust between races that is the best part of the story. Although it moves briskly and there’s not a lot of time for character development, there’s still enough for the story to resonate emotionally when it should.

Toriyama’s skill in paneling is extremely impressive; I always love it when reading manga feels like watching a movie. I did notice one disappointing and odd thing, though: one panel depicting an evil general is very obviously reused in a later chapter. Maybe there’s a good reason for it—could it have been VIZ’s doing?—but Toriyama did gripe at the outside about how hard the series (and especially the tank, which looks great) was to draw, so it seems possible this could’ve been a very random shortcut.

In any case, I really liked Sand Land a lot. It shares a lot of common elements with COWA!, but since I liked those elements, I really can’t complain about an overabundance of similarity.

Sand Land was published in English by VIZ and is complete in one volume.

Deadman Wonderland 1 by Jinsei Kataoka and Kazuma Kondou: B+

deadmanwonderland1From the back cover:
The Great Tokyo Earthquake. Ten years ago, it destroyed lives as it tore buildings asunder. Among those who lived through the disaster was Ganta Igarashi, now a middle school student finally getting a footing in his own life… that is, until the day the “Red Man” appears at his school and turns his world upside down again. Ganta’s entire class is brutally murdered, and although innocent of the crime, Ganta is sentenced to death and sent to the bizarre prison known as “Deadman Wonderland.” There, a brutal game of survival begins, where Ganta must discover the truth behind his classmates’ murder.

Can Ganta break out of Deadman Wonderland… or will it break him first?

Review:
The year is 2023. Ten years ago, the Great Tokyo Earthquake struck, leaving 70% of that city submerged by water. Ganta Igarashi used to live in Tokyo, but doesn’t remember anything prior to the evacuation. Now he attends middle school in Nagano, loves soccer, and has a couple good friends among his classmates. All of that changes on the day when “the red man”—a wonderfully creepy cyborg-looking fellow—arrives and murders all of Ganta’s classmates. In a rush to judgment, the authorities blame Ganta for the carnage and sentence him to death, at which point he’s shuffled off to Deadman Wonderland, the single privately owned prison in Japan, which doubles as a tourist attraction.

There, Ganta must learn to survive in the irrational environment or die. He’s fitted with a collar that is continually injecting him with poison—his death sentence—and the only way to delay it is to take a candy antidote every three days. To buy the candy, one must earn “cast points,” which are awarded for winning the various challenges put on for the benefit of the visiting public. When Ganta loses his first dose of the candy, he enters a deadly race with the hopes of using the prize money to procure another. Meanwhile, he meets a strange girl named Shiro who claims they knew each other before, gains some new super powers, and befriends his gentle-seeming cell mate who is hiding his true intentions.

There’s an awful lot going on in Deadman Wonderland, a fact made clear from the very start with a series of color pages depicting the moments right before the earthquake, but it all boils down to the fact that Ganta is likely not the normal kid he always thought he was. Sometimes I grow frustrated with stories that advance this many mysteries simultaneously, but it’s handled very well here, and the sense of a sure, guiding hand is palpable. I also really, really like “the red man,” who is not the only villain of the piece but merely the most visible. His character design is magnificent and menacing and you just know some crazy stuff is going to go down when he appears.

Ganta himself is also likable, as he rallies from his confusion and depression to fight for his life. I feel a little like one of the Deadman Wonderland patrons for enjoying watching him cope with some of the awful situations he faces, but he pulls through heroically enough that I can avoid feeling too bad.

This first volume of Deadman Wonderland does an excellent job introducing the reader to Ganta’s world and instilling a desire to read more about how he adjusts to his extreme circumstances. I also look forward to him learning more about some of the things at which the color pages hinted, like the truth of his early childhood and why, exactly, he’s been drawing a certain symbol on his possessions for years.

Deadman Wonderland is published in English by TOKYOPOP. The series is ongoing in Japan; seven collected volumes are currently available there.

Review copy provided by the publisher.